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The
earlygoing features more of the decor seen in the previous area,
now with knights and destructible chandeliers as newly encountered
dangers. The procuring of a key and the opening of a nearby door
will allow access to a lever that opens the castle's drawbridge,
which leads into the main halls. Should you avoid lowering the
drawbridge, you can instead take the lower route into the dark,
dank caverns with their dangerous vermin, deadly pools, and tricky
water wheels of varying acceleration; a nearby elevator leads
the stage's final area, skipping the mid-boss. On the upper path,
more of the same halls lead up to the area's peak, which houses
a room of treasures (accessed using a key hidden somewhere in
the surroundings) and the opening to a long gap that drops Christopher
into the caverns. If you save the key, you can use it to take
a shortcut through some dimly lit caves, being careful not to
whip away your only light-sources, and reach an elevator. The
altogether similar caverns on the normal route are otherwise patrolled
by fishmen and negotiated via crumbling platforms; the mid-boss
makes its home here. The previously mentioned elevator, found
again here, carries Chris back up into the halls, where faced
in succession will be three rooms of punaguchis, all stationed
on different platform types. A short trek thereafter leads to
the stage boss.
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